UltimateZoneBuilder/Source/Core/Data/HighResImage.cs
MaxED cf3d416967 Renderer now works much faster in 2D modes.
Textures now load up to 2x faster when "mix textures and flats" flag is set in game configuration.
TEXTUREx/TEXTURES: texture will now be created if at least one of it's patches is loaded.
Visual mode: fixed a crash when "Slope floor to here" (9500) or "Slope ceiling to here" (9501) things were not inside sector.
Fixed: flats were not loaded form wads inside Directory and PK3/PK7 resources.
Sector Info Panel, Linedef Info Panel: texture size was shown for unknown textures.
2013-07-29 08:50:50 +00:00

329 lines
12 KiB
C#

#region ================== Copyright (c) 2007 Pascal vd Heiden
/*
* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
* This program is released under GNU General Public License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#endregion
#region ================== Namespaces
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using CodeImp.DoomBuilder.Rendering;
using CodeImp.DoomBuilder.IO;
using System.IO;
#endregion
namespace CodeImp.DoomBuilder.Data
{
internal sealed unsafe class HighResImage : ImageData
{
#region ================== Variables
private List<TexturePatch> patches;
private bool gotFullName;//mxd
#endregion
#region ================== Constructor / Disposer
// Constructor
public HighResImage(string name, int width, int height, float scalex, float scaley, bool worldpanning)
{
// Initialize
this.width = width;
this.height = height;
this.scale.x = scalex;
this.scale.y = scaley;
this.worldpanning = worldpanning;
this.patches = new List<TexturePatch>();
SetName(name);
// We have no destructor
GC.SuppressFinalize(this);
}
#endregion
#region ================== Methods
// This adds a patch to the texture
public void AddPatch(TexturePatch patch)
{
// Add it
patches.Add(patch);
//mxd. Get full name from first patch
if (!gotFullName) {
fullName = General.Map.Data.GetPatchLocation(patch.lumpname);
gotFullName = true;
}
}
// This loads the image
protected override void LocalLoadImage()
{
IImageReader reader;
MemoryStream mem;
byte[] membytes;
Graphics g = null;
// Checks
if(this.IsImageLoaded) return;
if((width == 0) || (height == 0)) return;
lock(this)
{
// Create texture bitmap
try
{
if(bitmap != null) bitmap.Dispose();
bitmap = new Bitmap(width, height, PixelFormat.Format32bppArgb);
BitmapData bitmapdata = bitmap.LockBits(new Rectangle(0, 0, width, height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
PixelColor* pixels = (PixelColor*)bitmapdata.Scan0.ToPointer();
General.ZeroMemory(new IntPtr(pixels), width * height * sizeof(PixelColor));
bitmap.UnlockBits(bitmapdata);
g = Graphics.FromImage(bitmap);
}
catch(Exception e)
{
// Unable to make bitmap
General.ErrorLogger.Add(ErrorType.Error, "Unable to load texture image '" + this.Name + "'. " + e.GetType().Name + ": " + e.Message);
loadfailed = true;
}
int failCount = 0; //mxd
if(!loadfailed)
{
// Go for all patches
foreach(TexturePatch p in patches)
{
// Get the patch data stream
Stream patchdata = General.Map.Data.GetPatchData(p.lumpname);
if(patchdata != null)
{
// Copy patch data to memory
patchdata.Seek(0, SeekOrigin.Begin);
membytes = new byte[(int)patchdata.Length];
patchdata.Read(membytes, 0, (int)patchdata.Length);
mem = new MemoryStream(membytes);
mem.Seek(0, SeekOrigin.Begin);
// Get a reader for the data
reader = ImageDataFormat.GetImageReader(mem, ImageDataFormat.DOOMPICTURE, General.Map.Data.Palette);
if(reader is UnknownImageReader)
{
// Data is in an unknown format!
General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'");
failCount++; //mxd
}
else
{
// Get the patch
mem.Seek(0, SeekOrigin.Begin);
Bitmap patchbmp = null;
try { patchbmp = reader.ReadAsBitmap(mem); }
catch(InvalidDataException)
{
// Data cannot be read!
General.ErrorLogger.Add(ErrorType.Error, "Patch lump '" + p.lumpname + "' data format could not be read, while loading texture '" + this.Name + "'");
failCount++; //mxd
}
if(patchbmp != null)
{
//mxd. Flip
if(p.flipx || p.flipy) {
RotateFlipType flip;
if(p.flipx && !p.flipy)
flip = RotateFlipType.RotateNoneFlipX;
else if(!p.flipx && p.flipy)
flip = RotateFlipType.RotateNoneFlipY;
else
flip = RotateFlipType.RotateNoneFlipXY;
patchbmp.RotateFlip(flip);
}
//mxd. Then rotate. I do it this way because RotateFlip function rotates THEN flips, and GZDoom does it the other way around.
if(p.rotate != 0) {
RotateFlipType rotate;
if(p.rotate == 90)
rotate = RotateFlipType.Rotate90FlipNone;
else if(p.rotate == 180)
rotate = RotateFlipType.Rotate180FlipNone;
else
rotate = RotateFlipType.Rotate270FlipNone;
patchbmp.RotateFlip(rotate);
}
// Adjust patch alpha, apply tint or blend
if(p.blendstyle != TexturePathBlendStyle.None || p.style != TexturePathRenderStyle.Copy)
{
BitmapData bmpdata = null;
try
{
bmpdata = patchbmp.LockBits(new Rectangle(0, 0, patchbmp.Size.Width, patchbmp.Size.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
}
catch(Exception e)
{
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock image '" + p.lumpname + "' for alpha adjustment. " + e.GetType().Name + ": " + e.Message);
}
if(bmpdata != null)
{
PixelColor* pixels = (PixelColor*)(bmpdata.Scan0.ToPointer());
int numpixels = bmpdata.Width * bmpdata.Height;
//mxd. Blend/Tint support
if(p.blendstyle == TexturePathBlendStyle.Blend) {
float br = p.blend.r * PixelColor.BYTE_TO_FLOAT;
float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT;
float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * br) * 255.0f);
cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * bg) * 255.0f);
cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * bb) * 255.0f);
}
} else if(p.blendstyle == TexturePathBlendStyle.Tint) {
float tintammount = p.tintammount - 0.1f;
if(tintammount > 0) {
float br = p.blend.r * PixelColor.BYTE_TO_FLOAT * tintammount;
float bg = p.blend.g * PixelColor.BYTE_TO_FLOAT * tintammount;
float bb = p.blend.b * PixelColor.BYTE_TO_FLOAT * tintammount;
float invTint = 1.0f - tintammount;
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
cp->r = (byte)(((cp->r * PixelColor.BYTE_TO_FLOAT) * invTint + br) * 255.0f);
cp->g = (byte)(((cp->g * PixelColor.BYTE_TO_FLOAT) * invTint + bg) * 255.0f);
cp->b = (byte)(((cp->b * PixelColor.BYTE_TO_FLOAT) * invTint + bb) * 255.0f);
}
}
}
//mxd. apply RenderStyle
if(p.style == TexturePathRenderStyle.Blend) {
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--)
cp->a = (byte)(((cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
//mxd. we need a copy of underlying part of texture for these styles
} else if(p.style != TexturePathRenderStyle.Copy) {
//copy portion of texture
int lockWidth = (p.x + patchbmp.Size.Width > bitmap.Width) ? bitmap.Width - p.x : patchbmp.Size.Width;
int lockHeight = (p.y + patchbmp.Size.Height > bitmap.Height) ? bitmap.Height - p.y : patchbmp.Size.Height;
Bitmap source = new Bitmap(patchbmp.Size.Width, patchbmp.Size.Height);
using(Graphics sg = Graphics.FromImage(source))
sg.DrawImageUnscaled(bitmap, new Rectangle(-p.x, -p.y, lockWidth, lockHeight));
//lock texture
BitmapData texturebmpdata = null;
try {
texturebmpdata = source.LockBits(new Rectangle(0, 0, source.Width, source.Height), ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb);
} catch(Exception e) {
General.ErrorLogger.Add(ErrorType.Error, "Cannot lock texture '" + this.Name + "' to apply render style. " + e.GetType().Name + ": " + e.Message);
}
if(texturebmpdata != null) {
PixelColor* texturepixels = (PixelColor*)(texturebmpdata.Scan0.ToPointer());
PixelColor* tcp = texturepixels + numpixels - 1;
if(p.style == TexturePathRenderStyle.Add) {
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
cp->r = (byte)Math.Min(255, (int)cp->r + (int)tcp->r);
cp->g = (byte)Math.Min(255, (int)cp->g + (int)tcp->g);
cp->b = (byte)Math.Min(255, (int)cp->b + (int)tcp->b);
cp->a = (byte)((((float)cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
tcp--;
}
} else if(p.style == TexturePathRenderStyle.Subtract) {
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
cp->r = (byte)Math.Max(0, (int)tcp->r - (int)cp->r);
cp->g = (byte)Math.Max(0, (int)tcp->g - (int)cp->g);
cp->b = (byte)Math.Max(0, (int)tcp->b - (int)cp->b);
cp->a = (byte)((((float)cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
tcp--;
}
} else if(p.style == TexturePathRenderStyle.ReverseSubtract) {
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
cp->r = (byte)Math.Max(0, (int)cp->r - (int)tcp->r);
cp->g = (byte)Math.Max(0, (int)cp->g - (int)tcp->g);
cp->b = (byte)Math.Max(0, (int)cp->b - (int)tcp->b);
cp->a = (byte)((((float)cp->a * PixelColor.BYTE_TO_FLOAT) * p.alpha) * 255.0f);
tcp--;
}
}else if(p.style == TexturePathRenderStyle.Modulate){
for(PixelColor* cp = pixels + numpixels - 1; cp >= pixels; cp--) {
float pr = (float)cp->r * PixelColor.BYTE_TO_FLOAT;
float pg = (float)cp->g * PixelColor.BYTE_TO_FLOAT;
float pb = (float)cp->b * PixelColor.BYTE_TO_FLOAT;
float tr = (float)tcp->r * PixelColor.BYTE_TO_FLOAT;
float tg = (float)tcp->g * PixelColor.BYTE_TO_FLOAT;
float tb = (float)tcp->b * PixelColor.BYTE_TO_FLOAT;
cp->r = (byte)((pr * tr) * 255.0f);
cp->g = (byte)((pg * tg) * 255.0f);
cp->b = (byte)((pb * tb) * 255.0f);
tcp--;
}
}
source.UnlockBits(texturebmpdata);
}
}
patchbmp.UnlockBits(bmpdata);
}
}
// Draw the patch on the texture image
Rectangle tgtrect = new Rectangle(p.x, p.y, patchbmp.Size.Width, patchbmp.Size.Height);
g.DrawImageUnscaledAndClipped(patchbmp, tgtrect);
patchbmp.Dispose();
}
}
// Done
mem.Dispose();
}
else
{
// Missing a patch lump!
General.ErrorLogger.Add(ErrorType.Error, "Missing patch lump '" + p.lumpname + "' while loading texture '" + this.Name + "'");
failCount++; //mxd
}
}
}
// Dispose bitmap if load failed
if((bitmap != null) && (loadfailed || failCount >= patches.Count)) //mxd. We can still display texture if at least one of the patches was loaded
{
bitmap.Dispose();
bitmap = null;
loadfailed = true;
}
// Pass on to base
base.LocalLoadImage();
}
}
#endregion
}
}